Now for rFactor I’d like to explain the way it works in a little bit more detail. This requires you to take a look on how rFactor originally manages things and how we handle textures.
rFactor’s way of skinning a car is simple. You have one texture per veh-file. (Those set up on each car/driver ingame.) Every driver has his very own car texture and is completely independent from any other texture.
So each car has it’s on texture and it’s set of skins. You place the new skin the skins-folder within the cars directory. The skin will show up ingame.